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Manit0u
Profile Blog Joined August 2004
Poland17641 Posts
June 26 2021 16:31 GMT
#781
On June 24 2021 23:42 Archeon wrote:
TLDR: Ignore defense on sorc and go for low tier bases.

On defense:
Defense is used against attack rating to calculate hitchance. Spells (which is the majority of the ranged attacks) ignore it. Also defense gets effectively nullified while running, so unless you've got insight and never move your feet anymore it often doesn't work while kiting.

Defense is like a lot of d2 defensive systems: High values increase your ehp exponentially, so you either put a lot in or you completely ignore it. Resistances work the same way, but due to how common fire and lightning are and how much damage these enemies deal you always want to cap on fire and lightning res.

Since sorc doesn't want to have high strength (unless you go for the RW spirit in a shield), is ranged and a lot of good uniques have abysmal defense values I'd go allres every time given the choice unless I'm close to the cap on fire/lightning and effectively wasting most of the +25.
And then I'd prolly still get the +resistance armor and look to swap another slot out, because the only relevant traits on non-unique/set-armors are res, life, FHR and defense, so they are mostly used to fix allres. Which is one of the reasons the typical pauper ranged armor is a 4-slot with perfect diamonds.

Defense is a lot more viable on chars that are melee and have defense buffs like paladin, but on ranged chars pretty much always ignore it.

On bases:
There's no reason to swap out your spirit sword for a better sword because all you'd get is melee damage while you might have to stat more strength or dex to use the base. Since defense is meh at best on sorc, the only runewords where a good base matters is merc-gear. For everything else you want a low base so you can to wear it early and then give it to another char while leveling once you find something better.
This is again very different if you play a char and according runeword that uses defense or weapon damage, but for stuff like spirit all you want is something to carry it in.


But yes, I there are drop tables for bases if you're curious at what level upgrades drop.


Heh, this reminds me of this one time when I had too much time on my hands and decided to roll an immortal barb with concentrate as my main attack, never running, max block, shouts, defense merc. Was super slow but kinda cool to just stand there and slowly destroy everything in my path.
Time is precious. Waste it wisely.
heronn
Profile Joined January 2013
34 Posts
Last Edited: 2021-06-27 13:00:43
June 27 2021 12:56 GMT
#782
On June 26 2021 23:06 Dingodile wrote:
clvl? My sorc is lvl68 and my merc is lvl67

My merc need better defense. defense of 1500 in total and allresis are at 75 isn't enough at all to survive 3 attacks from any monster at act1 and act2 hell. How to improve this if you dont have the runes?

I think I made another mistake. After collecting horadric shaft and horadric amulett in hell I transmute them in nightmare. The horadric staff is red labeled when I am in hell.


You are too low for Hell, you and merc are getting area penalty, run some Ball runs until you get ~70lvl, then run Mausoleum/Pit/Ancient Tunnels on Hell to ~80lvl.
Remember these areas are 85lvl so until you get that lvl you get area penalty.
Dual Spirit + Enlightenment + Lore + rdm 1sk amu are your best friends, you Merc needs at least Treachery + decent Insight, then Hell should be ez mode, all runes for these rw's are ez farmable on nor/nm Cows.

Best builds for ungeared Sorc for Hell are: Blizz, Blizz+FB/FW/Nova (if decent gear[~+10 to all sks]) or L/CL+FO (if decent gear) for Travi runs.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2021-06-27 15:21:27
June 27 2021 15:19 GMT
#783
Defense doesnt help if you are low lvl.

https://www.theamazonbasin.com/wiki/index.php?title=Attack#Chance_to_hit

% Chance to hit = 100 * 2 * (alvl / (alvl+dlvl)) * (AR / (AR+DR))

If you have a tough time killing in start of Hell you should xp in NM Baal instead. Good place to find decent gear too.

Monster level: https://www.theamazonbasin.com/wiki/index.php?title=Act_1_Summary_(Hell)#Blood_Moor_.28Hell.29
-.-
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2021-06-27 15:53:55
June 27 2021 15:20 GMT
#784
start of act1 mobs are lvl67 actually
if you didn't know, running sets your defense to 0 so you need to either stand or more likely walk to properly defend an attack (as well as get max chance to block it instead of 1/3) and it is indeed sometimes safer than trying to dodge it by moving faster (running).
i think there are a lot of ways to make things work depends on specifics on your stats/skills/items
For example one of the last sorc I did that was doing well solo in hell without overleveling was hydra+meteor+chain lightning based (using of course frost nova and some more. Actually I believe I had thunderstorm on that one too, frozen armor static field some energy shield, probably used lightning, maybe low firewall but think not. Oh and pretty sure I had some lowish enchant there too. Teleport, telekinesis ofc.). Didn't have crazy high gear but well selected stuff definitely spent time magicfinding around in nightmare and likely even normal (not particularly boss runs just walks through anywhere) etc. In that sense it can be important to have some magic find rather early so you start getting a bunch more nice items which help you get more nice items etc (without even needing to run stuff that doesn't give you xp or do repeated runs and such) but there's quite some ways to do it..
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2021-06-27 15:30:44
June 27 2021 15:27 GMT
#785
Running makes hit-checks pass True every hit if you are in range of the attacker so defense doesnt matter nor charlvl.

You can try this by running circles around a monster.

https://www.theamazonbasin.com/wiki/index.php?title=Attack#Chance_to_hit

"Chance to hit has a 5% floor and 95% ceiling, so there is always at least 5% chance to hit, or miss. However, when a player character is running, hit checks are not made for any attacks made while doing so and these attacks always hit, although this does not apply while using the following mobile attack skills:

Leap
Leap Attack
Whirlwind
Charge
"
-.-
ProMeTheus112
Profile Joined December 2009
France2027 Posts
June 27 2021 15:32 GMT
#786
On June 28 2021 00:27 MeSaber wrote:
Running makes hit-checks pass True every hit if you are in range of the attacker so defense doesnt matter nor charlvl.

You can try this by running circles around a monster.

https://www.theamazonbasin.com/wiki/index.php?title=Attack#Chance_to_hit

"Chance to hit has a 5% floor and 95% ceiling, so there is always at least 5% chance to hit, or miss. However, when a player character is running, hit checks are not made for any attacks made while doing so and these attacks always hit, although this does not apply while using the following mobile attack skills:

Leap
Leap Attack
Whirlwind
Charge
"

I love this mechanic actually which makes choosing between walking and running important at any time including for blocking and well the game doesn't state this anywhere at all!! Not even areat summit website.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2021-06-27 16:03:53
June 27 2021 15:37 GMT
#787
If you have problems in Hell i can advise you to use 75% block as charlvl and defense has no impact on if block works. Seemingly you can be clvl 1 in Hell with 75% block and actually survive some hits before dying.

Dont neglect blocking, its more powerful than it feels when putting points in DEX instead of VIT.

https://www.theamazonbasin.com/wiki/index.php?title=Block

It blocks even if there is no sound-cue or in block animation. FBR decides how fast you can get control over the character again not how often it can block.

FCR, FBR, FHR: https://forums.d2jsp.org/topic.php?t=2450747

Another very good reason why to use 75% block is any attack on any difficulty mode has 5% chance to double the damage. With 75% block you will be quite sure this will very rarely happen to you instead of ALWAYS happen no matter the damage size.

This could be Ancients in NM for example that has the Fire Explosion bug that will deal significant damage to even kill a high HP character.

https://www.theamazonbasin.com/wiki/index.php?title=Fire_Enchanted

"Explosion damage does not increase with player count, but a critical hit will double it"
Total Damage: 7 - 11.66%

https://www.theamazonbasin.com/wiki/index.php?title=Act_5_Summary_(Nightmare)#Arreat_Summit_.28Nightmare.29

Ancients HP: 33957

Fire Explosion: 2377 - 3959, half phys half fire. 5% chance to double this dmg.

IF FE+CE = Double FE + one CE. https://www.theamazonbasin.com/wiki/index.php?title=Cold_Enchanted

IF FE+LE = Double FE.

And as mentioned, without block this would hurt whenever it happens

Lister (21142 HP) is equally as dangerous when doing throne runs and not paying attention to mods (FE).
-.-
MeSaber
Profile Joined December 2009
Sweden1235 Posts
June 27 2021 15:39 GMT
#788
On June 28 2021 00:32 ProMeTheus112 wrote:
Show nested quote +
On June 28 2021 00:27 MeSaber wrote:
Running makes hit-checks pass True every hit if you are in range of the attacker so defense doesnt matter nor charlvl.

You can try this by running circles around a monster.

https://www.theamazonbasin.com/wiki/index.php?title=Attack#Chance_to_hit

"Chance to hit has a 5% floor and 95% ceiling, so there is always at least 5% chance to hit, or miss. However, when a player character is running, hit checks are not made for any attacks made while doing so and these attacks always hit, although this does not apply while using the following mobile attack skills:

Leap
Leap Attack
Whirlwind
Charge
"

I love this mechanic actually which makes choosing between walking and running important at any time including for blocking and well the game doesn't state this anywhere at all!! Not even areat summit website.


Indeed. Without this information or self-tests its easy to assume running is superior than walking in all cases.
-.-
Dingodile
Profile Joined December 2011
4139 Posts
Last Edited: 2021-07-07 10:21:51
July 07 2021 10:20 GMT
#789
I am not playing with my sorc (lvl68 i think) right now. I am playing necromancer (summonmancer). He is much easier to play.
1) When are shield with 4 sockets dropping? (I want runeword spirit, so i can play double spirit). This never happened to my sorc aswell.
2) Why is the merc not leveling? He hardly dies but he is only lvl17 and I have him since act2 normal. I am playing act1 nightmare and i am lvl34. I dont remember that problem with my sorc.
3) When you can buy a staff with teleport in charge? I want such a thing for my necro.
Grubby | ToD | Moon | Lyn | Sky
MeSaber
Profile Joined December 2009
Sweden1235 Posts
July 07 2021 13:00 GMT
#790
1. Hell Act1. (Monarch shield)
2. Mercs only get xp from own kills. Rebuy your merc after removing gear to get him to your lvl.
3. Norm Act3.
-.-
Manit0u
Profile Blog Joined August 2004
Poland17641 Posts
July 07 2021 13:10 GMT
#791
I think with resurrected they could make 1 small adjustment that would make energy not a dump stat. Make staves, wands, orbs etc. require energy instead of other stats.
Time is precious. Waste it wisely.
evilfatsh1t
Profile Joined October 2010
Australia8794 Posts
July 07 2021 15:28 GMT
#792
On July 07 2021 22:10 Manit0u wrote:
I think with resurrected they could make 1 small adjustment that would make energy not a dump stat. Make staves, wands, orbs etc. require energy instead of other stats.

that would be a pretty huge gameplay change since most classes rely on a wand/staff for teleport/amplify dmg etc. as charges.
trying to get to act 5 hell without teleport as any class other than sorc makes me shudder
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2021-07-07 17:19:18
July 07 2021 17:14 GMT
#793
I think the main reason why energy feels like a dump stat to many players is because of the "insight" 1.10 runeword which is pretty OP and cheap and overused for that reason (don't really need energy if you are running with it). However I usually like not to rely on insight and build with some energy on most characters which gives benefits.

On July 07 2021 19:20 Dingodile wrote:
2) Why is the merc not leveling? He hardly dies but he is only lvl17 and I have him since act2 normal. I am playing act1 nightmare and i am lvl34. I dont remember that problem with my sorc.

Actually i think the reason why your merc doesn't level is because monsters in A1 nm are lvl 36+ so if your merc is lvl 17 that's about a 20 levels difference which gives him the maximum xp penalty : he gets only 2% of the xp (for being at 10 level difference or more).
http://classic.battle.net/diablo2exp/basics/experience.shtml
http://classic.battle.net/diablo2exp/basics/hirelings.shtml
They fully share experience for their kills with you, and they receive a smaller share of experience for monsters that you kill.

Mercenaries do not get experience from party member kills, but they do from your summoned monsters/characters.
Puosu
Profile Blog Joined April 2007
6997 Posts
July 07 2021 17:45 GMT
#794
Its not only insight. Even in 1.09 it was considered a waste. There was no insight back then, and you couldn't even buy mana pots at vendors. People really like minmaxing.
heronn
Profile Joined January 2013
34 Posts
July 07 2021 18:57 GMT
#795
Energy is reserved for all pvp sorcs and a few nec builds.

PvM energy is a waste due to mana burn.

Puosu
Profile Blog Joined April 2007
6997 Posts
July 07 2021 19:25 GMT
#796
On July 08 2021 03:57 heronn wrote:
Energy is reserved for all pvp sorcs and a few nec builds.

PvM energy is a waste due to mana burn.


Which nec builds and why?
MeSaber
Profile Joined December 2009
Sweden1235 Posts
July 07 2021 19:51 GMT
#797
On July 08 2021 02:14 ProMeTheus112 wrote:
I think the main reason why energy feels like a dump stat to many players is because of the "insight" 1.10 runeword which is pretty OP and cheap and overused for that reason (don't really need energy if you are running with it). However I usually like not to rely on insight and build with some energy on most characters which gives benefits.

Show nested quote +
On July 07 2021 19:20 Dingodile wrote:
2) Why is the merc not leveling? He hardly dies but he is only lvl17 and I have him since act2 normal. I am playing act1 nightmare and i am lvl34. I dont remember that problem with my sorc.

Actually i think the reason why your merc doesn't level is because monsters in A1 nm are lvl 36+ so if your merc is lvl 17 that's about a 20 levels difference which gives him the maximum xp penalty : he gets only 2% of the xp (for being at 10 level difference or more).
http://classic.battle.net/diablo2exp/basics/experience.shtml
http://classic.battle.net/diablo2exp/basics/hirelings.shtml
Show nested quote +
They fully share experience for their kills with you, and they receive a smaller share of experience for monsters that you kill.

Mercenaries do not get experience from party member kills, but they do from your summoned monsters/characters.


Seems it works like this:

Player kills = merc gets same xp
Party kills = no merc xp
Merc kills = regular xp to player and 3 times xp to merc.
-.-
Archeon
Profile Joined May 2011
3262 Posts
Last Edited: 2021-07-07 21:30:01
July 07 2021 21:27 GMT
#798
Don't quote me on this, but IIRC there's a minimum of kills a merc needs to do before he can level up. It's like 5 kills, but with Necro you have a ton of other summons and cast spells yourself, so the merc is less likely to get a few cleanup kills every few packs. Overall this happens a lot when you're too strong for the content and blast enemies before your merc can get a few hits in.

You can either replace or let him farm some low lvl monsters without summons out and he should level up quickly. I'd prolly replace him considering how large the level difference is.

On block: 2dex/level are a lot of vit not statted and a lot of sorc shields aren't good for max block. To boot IIRC she has a slow block animation, so you need faster block as well as high block.

Not arguing that it can't be viable and can't be done, but it's much much better if you already have the gear in place and defo not a thing to do blind imo.

On July 07 2021 19:20 Dingodile wrote:
I am not playing with my sorc (lvl68 i think) right now. I am playing necromancer (summonmancer). He is much easier to play.
1) When are shield with 4 sockets dropping? (I want runeword spirit, so i can play double spirit). This never happened to my sorc aswell.
2) Why is the merc not leveling? He hardly dies but he is only lvl17 and I have him since act2 normal. I am playing act1 nightmare and i am lvl34. I dont remember that problem with my sorc.
3) When you can buy a staff with teleport in charge? I want such a thing for my necro.

Worth mentioning that 4 socket shields all need >100 strength.
low gravity, yes-yes!
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2021-07-08 08:02:25
July 08 2021 07:11 GMT
#799
146 str would be the minimum, Monarch ETH. For 4 socket shield runewordable.

http://classic.battle.net/diablo2exp/items/elite/shields.shtml

Sorceress
FBR Frames
0% 9
7% 8
15% 7
27% 6
48% 5
86% 4
200% 3
4680% 2

7 or 6 frames would be viable to reach, its not that bad ive tried it and you can manage to throw spells with ease even if surrounded. As you block a lot you wont be in such danger either for recurring hits unless you got low elemental resistance which is autohit.

If you want to be a blocker, Mosers or Whitstans are great as you significantly reduces Dex requirements.

Regular shield is 44% max: 288 dex at lvl 80 for 75%

Sigons Guard 64%: 203 dex. (+1 skill)

Mosers w/o runes 57%: 226 dex at lvl 80.

w/ runes 71%: 185 dex.

Stormshield 67%: 195 dex. (156 str req, has 30 str stat)

Whitstans 87%: 153 dex.

Sanctuary KoKoMal 44%+20%=64%: 203 dex (has 20 dex stat)

Crafted Safety Amulet add 10%

Twitchthroe add 25%

Guardian Angel add 20% (and 30% Faster Block Rate, 6 Frame block)

Spirit RW 42%: 301 dex.

Spirit RW 42% + amulet 10% = 52%: 246 dex.

Spirit RW 42% + amulet 10% + Guardian Angel 20% = 72%: 182 dex.

http://www.baronsbazaar.ca/forum/ppr/block_calc.html
https://fabd.github.io/diablo2/wiki/itemswith#block
https://fabd.github.io/diablo2/wiki/itemswith#block2

-.-
heronn
Profile Joined January 2013
34 Posts
July 08 2021 08:33 GMT
#800
On July 08 2021 04:25 Puosu wrote:
Show nested quote +
On July 08 2021 03:57 heronn wrote:
Energy is reserved for all pvp sorcs and a few nec builds.

PvM energy is a waste due to mana burn.


Which nec builds and why?


Invisible/desync, eg for unlimited wall/spear/spirit/nova/ibs spamming, depends of build.
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